Compare commits

...

103 Commits
1.0.0 ... 1.2.0

Author SHA1 Message Date
Hugo Locurcio
d404eaedc6 Bump to version 1.2.0 2022-04-05 22:52:09 +02:00
Adam Chyb
854ec42027 Fix some $ node path shorthand regex bugs in syntax highlighting (#340) 2022-04-05 16:57:49 +02:00
dependabot[bot]
281c78f133 Bump actions/setup-node from 3.0.0 to 3.1.0 (#339)
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2022-04-01 19:44:48 +02:00
dependabot[bot]
a254b55aa5 Bump minimist from 1.2.5 to 1.2.6 (#333)
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2022-03-27 20:21:01 +02:00
Brian Bugh
1be4ccaaad Add macOS editor location to README since it's not obvious (#332)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2022-03-20 17:20:25 +01:00
Rémi Verschelde
1755e2f3c3 Merge pull request #264 from Razoric480/master
Update client to v7.0.0 to use 3.16.0 spec
2022-03-19 23:41:06 +01:00
Francois Belair
f9a5204dcf Update client to v7.0.0 to use of 3.16.0 spec 2022-03-19 15:32:40 -04:00
Rémi Verschelde
62cb49e506 Merge pull request #303 from kagof/master 2022-03-19 17:38:53 +01:00
johnjdonna
c347a522a3 Add support for setting language-server-host (#297) 2022-03-19 17:36:48 +01:00
Quan
293cc8c1fb Fix "static func" indent error (#279) 2022-03-19 17:32:57 +01:00
Rémi Verschelde
f21d7517c4 Merge pull request #331 from godotengine/dependabot/npm_and_yarn/simple-get-3.1.1 2022-03-19 17:30:26 +01:00
dependabot[bot]
314288b592 Bump simple-get from 3.1.0 to 3.1.1
Bumps [simple-get](https://github.com/feross/simple-get) from 3.1.0 to 3.1.1.
- [Release notes](https://github.com/feross/simple-get/releases)
- [Commits](https://github.com/feross/simple-get/compare/v3.1.0...v3.1.1)

---
updated-dependencies:
- dependency-name: simple-get
  dependency-type: indirect
...

Signed-off-by: dependabot[bot] <support@github.com>
2022-03-19 16:29:20 +00:00
Rémi Verschelde
c3c615825d Merge pull request #316 from Calinou/update-extension-metadata 2022-03-19 17:29:19 +01:00
Rémi Verschelde
6ebc866ce1 Merge pull request #313 from Calinou/update-dependencies 2022-03-19 17:28:57 +01:00
Hugo Locurcio
fb498a7502 Add GitHub issue templates (#326) 2022-03-19 17:02:34 +01:00
oidro
ee80ea914b Improve syntax highlighting (#330)
This pull request makes the syntax highlighting of GDScript more closely match
the built-in Godot editor's, as well as VSCode's Python syntax highlighting.
2022-03-19 17:02:10 +01:00
dependabot[bot]
158c0c38bf Bump actions/checkout from 2 to 3 (#329)
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2022-03-02 18:39:46 +01:00
kurtlachmann
f1e57e5443 Fix restart of debugging sessions (#327) 2022-02-26 00:28:29 +01:00
dependabot[bot]
e78a8b8f86 Bump actions/setup-node from 2.5.1 to 3.0.0 (#322)
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2022-02-24 18:17:34 +01:00
kurtlachmann
c03ab7e3f5 Fix "Continue" for multiple breakpoints in the same script (#324) 2022-02-24 17:56:11 +01:00
Raul Santos
12858a2e05 Use the LSP defined SymbolKind enum and fix marked (#325) 2022-02-24 17:25:43 +01:00
Hugo Locurcio
355c0f8614 Update dependencies, recommend local TypeScript and vsce
Local package installations should be favored over global installations
to avoid conflicts when working on multiple projects on the same system.

Only dependencies that did not cause the build to break were updated.

- Add `package` npm script to run local vsce installation.
2022-02-18 19:35:19 +01:00
Hugo Locurcio
650170ce13 Update extension metadata for better presentation on VS Marketplace
This also updates copyright statements to 2022.
2022-01-27 14:52:16 +01:00
Hugo Locurcio
1b358fadec Bump to version 1.1.3 2022-01-27 14:22:06 +01:00
Rémi Verschelde
20dc0445c3 Merge pull request #311 from godotengine/dependabot/npm_and_yarn/marked-4.0.10 2022-01-23 00:21:54 +01:00
Rémi Verschelde
1a932d5283 Merge pull request #273 from godotengine/dependabot/npm_and_yarn/ws-7.4.6 2022-01-23 00:21:43 +01:00
Rémi Verschelde
975acd7aa4 Merge pull request #268 from godotengine/dependabot/npm_and_yarn/lodash-4.17.21 2022-01-23 00:21:30 +01:00
dependabot[bot]
1ec75dc622 Bump marked from 0.7.0 to 4.0.10
Bumps [marked](https://github.com/markedjs/marked) from 0.7.0 to 4.0.10.
- [Release notes](https://github.com/markedjs/marked/releases)
- [Changelog](https://github.com/markedjs/marked/blob/master/.releaserc.json)
- [Commits](https://github.com/markedjs/marked/compare/v0.7.0...v4.0.10)

---
updated-dependencies:
- dependency-name: marked
  dependency-type: direct:production
...

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2022-01-15 02:55:15 +00:00
dependabot[bot]
6fe93c9c6b Bump actions/setup-node from 2.3.2 to 2.5.1 (#309)
Bumps [actions/setup-node](https://github.com/actions/setup-node) from 2.3.2 to 2.5.1.
- [Release notes](https://github.com/actions/setup-node/releases)
- [Commits](https://github.com/actions/setup-node/compare/v2.3.2...v2.5.1)

---
updated-dependencies:
- dependency-name: actions/setup-node
  dependency-type: direct:production
  update-type: version-update:semver-minor
...

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Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2021-12-28 18:15:42 +01:00
Francois Belair
363160ee3b Fix conditional breakpoints being parsed as regular breakpoints (#278)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-11-03 15:15:42 +01:00
Karl Goffin
9fa3031699 fixes #302 handling of Windows terminals determined by profiles 2021-10-10 10:44:05 +01:00
dependabot[bot]
ce30e6ed95 Bump path-parse from 1.0.6 to 1.0.7 (#293)
Bumps [path-parse](https://github.com/jbgutierrez/path-parse) from 1.0.6 to 1.0.7.
- [Release notes](https://github.com/jbgutierrez/path-parse/releases)
- [Commits](https://github.com/jbgutierrez/path-parse/commits/v1.0.7)

---
updated-dependencies:
- dependency-name: path-parse
  dependency-type: indirect
...

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2021-08-12 23:26:04 +02:00
dependabot[bot]
2364664f7a Bump actions/setup-node from 2.2.0 to 2.3.2 (#290)
Bumps [actions/setup-node](https://github.com/actions/setup-node) from 2.2.0 to 2.3.2.
- [Release notes](https://github.com/actions/setup-node/releases)
- [Commits](https://github.com/actions/setup-node/compare/v2.2.0...v2.3.2)

---
updated-dependencies:
- dependency-name: actions/setup-node
  dependency-type: direct:production
  update-type: version-update:semver-minor
...

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2021-08-04 17:19:14 +02:00
dependabot[bot]
21cfd82f4d Bump actions/setup-node from 2.1.5 to 2.2.0 (#284)
Bumps [actions/setup-node](https://github.com/actions/setup-node) from 2.1.5 to 2.2.0.
- [Release notes](https://github.com/actions/setup-node/releases)
- [Commits](https://github.com/actions/setup-node/compare/v2.1.5...v2.2.0)

---
updated-dependencies:
- dependency-name: actions/setup-node
  dependency-type: direct:production
  update-type: version-update:semver-minor
...

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2021-06-30 18:40:45 +02:00
Vlad-Zumer
29f1bc0ceb Change $ node path shorthand regex to match only valid paths (#276)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-06-15 18:39:29 +02:00
Vlad-Zumer
338b6ae977 Added 'in' to the list of keywords and added rule for $ shorthand (#274) 2021-06-14 00:23:46 +02:00
dependabot[bot]
71a4a0420d Bump ws from 7.3.0 to 7.4.6
Bumps [ws](https://github.com/websockets/ws) from 7.3.0 to 7.4.6.
- [Release notes](https://github.com/websockets/ws/releases)
- [Commits](https://github.com/websockets/ws/compare/7.3.0...7.4.6)

Signed-off-by: dependabot[bot] <support@github.com>
2021-05-30 19:55:21 +00:00
dependabot[bot]
383dcc9507 Bump lodash from 4.17.20 to 4.17.21
Bumps [lodash](https://github.com/lodash/lodash) from 4.17.20 to 4.17.21.
- [Release notes](https://github.com/lodash/lodash/releases)
- [Commits](https://github.com/lodash/lodash/compare/4.17.20...4.17.21)

Signed-off-by: dependabot[bot] <support@github.com>
2021-05-11 22:19:26 +00:00
Lightning_A
5c5c19b534 Fix typo in snippets: "decleration" -> "declaration" (#262) 2021-03-15 17:12:45 +01:00
dependabot[bot]
91da651444 Bump actions/setup-node from v2.1.4 to v2.1.5 (#261)
Bumps [actions/setup-node](https://github.com/actions/setup-node) from v2.1.4 to v2.1.5.
- [Release notes](https://github.com/actions/setup-node/releases)
- [Commits](https://github.com/actions/setup-node/compare/v2.1.4...46071b5c7a2e0c34e49c3cb8a0e792e86e18d5ea)

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2021-02-23 15:04:23 +01:00
iammrtndev
f2a6288276 Add "remote" keyword for highlighting (#257)
"remote" is currently not highlighted. https://imgur.com/WkP9STd
2021-02-07 16:57:48 +01:00
dependabot[bot]
a8872c2e56 Bump actions/setup-node from v2.1.3 to v2.1.4 (#251)
Bumps [actions/setup-node](https://github.com/actions/setup-node) from v2.1.3 to v2.1.4.
- [Release notes](https://github.com/actions/setup-node/releases)
- [Commits](https://github.com/actions/setup-node/compare/v2.1.3...c46424eee26de4078d34105d3de3cc4992202b1e)

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2020-12-17 13:41:49 +01:00
dependabot[bot]
e9f674d9e7 Bump actions/setup-node from v2.1.2 to v2.1.3 (#250)
Bumps [actions/setup-node](https://github.com/actions/setup-node) from v2.1.2 to v2.1.3.
- [Release notes](https://github.com/actions/setup-node/releases)
- [Commits](https://github.com/actions/setup-node/compare/v2.1.2...27082cecf3ff7a1742dbd5e12605f0cb59dce2d9)

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Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2020-12-11 15:31:02 +01:00
Nils "Linkpy" Reid
116d74d355 Remove the configuration item 'godot-tools.check_config' as it has no effect (#246)
This closes #240.
2020-10-29 00:05:59 +01:00
Nils "Linkpy" Reid
e60d081927 Fixed the syntax of the escaped characters in strings (#247) 2020-10-28 15:16:03 +01:00
Nils "Linkpy" Reid
8115fba367 Clarify the function of the extra integer given by the debugger (#245)
This closes #242.
2020-10-27 17:44:45 +01:00
dependabot[bot]
60cb0c57fc Bump actions/setup-node from v1 to v2.1.2 (#237)
Bumps [actions/setup-node](https://github.com/actions/setup-node) from v1 to v2.1.2.
- [Release notes](https://github.com/actions/setup-node/releases)
- [Commits](https://github.com/actions/setup-node/compare/v1...c6fd00ceb9747fb23ffdf72987450a2664414867)

Signed-off-by: dependabot[bot] <support@github.com>

Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2020-10-14 14:13:19 +02:00
John Losito
0c4e2a1177 Check for updates to GitHub Actions every weekday (#236) 2020-10-11 20:28:53 +02:00
Arrow-x
e351d07d33 Document access to the class reference from the extension (#234)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2020-10-03 00:37:20 +02:00
Geequlim
54453e34ae update version to 1.1.2 2020-09-19 13:59:02 +08:00
Geequlim
c13f48c1f4 Merge pull request #229 from Razoric480/fix-malformed-msg
Fix no header, non-TCP compliant msg for natives
2020-09-19 13:48:01 +08:00
Francois Belair
c5f1ba1a0f Fix no header, non-TCP compliant msg for natives
Add text-search widget to native symbol page

Fixes #210
2020-09-15 11:27:06 -04:00
Grant Forrest
8cf10c6554 Add check for PowerShell 7 executable name (#218) 2020-09-11 00:24:28 +02:00
phaitonican
c68c91faf8 Add exception handling during trigger command (#179) 2020-09-08 17:53:58 +02:00
Francois Belair
3a112f2f79 Move grammar from configurations to syntaxes directory (#228)
This enables Github's linguist to pick up on an up to date GDScript
 grammar file and better highlight GDScript files on Github without
impacting the extension's functions.
2020-09-08 16:43:15 +02:00
Ram Yerrappa
b84013719c Add ability for user to set scene file on right click in explorer (#182) 2020-09-08 16:18:32 +02:00
dependabot[bot]
bb712533e6 Bump lodash from 4.17.15 to 4.17.20 (#227)
Bumps [lodash](https://github.com/lodash/lodash) from 4.17.15 to 4.17.20.
- [Release notes](https://github.com/lodash/lodash/releases)
- [Commits](https://github.com/lodash/lodash/compare/4.17.15...4.17.20)

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Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2020-09-08 16:16:31 +02:00
Hugo Locurcio
dc1a7e06e8 Set up continuous integration using GitHub Actions (#197)
The extension will be built and uploaded to artifacts so it can be
tested easily by users.

This also fixes warnings reported by TSLint.
2020-09-08 16:08:44 +02:00
Francois Belair
d2d7813312 Fix debug server not closing properly, fix set breakpoints before project path is set (#183) 2020-09-08 15:56:00 +02:00
Francois Belair
d3914bceaf Fix breakpoints out of order and confusing VSCode (#217) 2020-09-08 15:55:32 +02:00
Hugo Locurcio
8d22cc9e8f Merge pull request #209 from Calinou/remove-trace-builtins-script
Remove unused `trace_builtins.py` script
2020-07-05 16:16:26 +02:00
Hugo Locurcio
0742deed36 Remove unused trace_builtins.py script
This closes #191.
2020-06-27 19:31:02 +02:00
Hugo Locurcio
b793da7ef7 Merge pull request #199 from Razoric480/document-building 2020-06-18 09:20:48 +02:00
Francois Belair
340f032f24 Add instructions on compiling extension to readme
Fixes #194
2020-06-17 13:18:49 -04:00
Geequlim
4cb9394847 Merge pull request #190 from Calinou/remove-extends-snippet
Remove `extends` snippet which no longer works since Godot 3.0
2020-06-04 20:29:00 +08:00
Hugo Locurcio
2042b5eb22 Remove extends snippet which no longer works since Godot 3.0
- Remove `set_process(true)`/`set_process_input(true)` snippets
  since these are enabled automatically in Godot 3.0 onwards.
2020-06-04 09:52:09 +02:00
Geequlim
56770d79f3 Add TCP protocol support for godot 3.2.2
Fix #154
Fix #177
Close #141
2020-05-13 23:07:52 +08:00
Geequlim
658a360c97 Merge pull request #178 from Razoric480/debugger-fix-patch
Fix scene_file and launch failure bug
2020-05-11 18:10:46 +08:00
Francois Belair
e92048c85b Fix scene_file config; fix launch failure
- scene_file used an unnecessary call to path.relative that prevented
proper use. Fixes #176
- If the debugger failed to launch, it would fail on future attempts.
2020-05-11 02:51:11 -04:00
Geequlim
3bcfbe81b0 Merge pull request #174 from Razoric480/debugger-output-fix
Fix debugger not showing output text
2020-05-06 10:47:46 +08:00
Francois Belair
cb19255e28 Fix debugger not showing output text
Or rather, the output window never got created. Fixes #173
2020-05-05 11:26:04 -04:00
Geequlim
97587b5b31 Merge pull request #170 from Razoric480/default-config-debugger-patch
Fix default debug config not using full filepath
2020-05-05 10:29:27 +08:00
Francois Belair
1c2b3ffadc Fix default debug config not using full filepath
As a result, it couldn't find project.godot even when one was there.
Fixes #167
2020-05-04 14:31:09 -04:00
Geequlim
ccad4acfac Merge pull request #159 from GiorgiBeriashvili/patch-1
Fix a typo
2020-04-26 22:20:15 +08:00
Geequlim
667e70b142 Merge pull request #165 from Razoric480/debugger-scene-tree
Add debugging support to the extension
2020-04-26 22:19:22 +08:00
Francois Belair
4f7bb4ccec Add screenshot for completeness 2020-04-22 22:48:10 -04:00
rakkarage
85ad8512bb Use Properties syntax highlighting for .import files 2020-04-22 22:48:10 -04:00
Francois Belair
098fb976b6 Add debugger to project
Step-in/over/out
Continue
Pause (though since Godot pausing doesn't report a breakpoint, the
  editor doesn't change, but hitting pause again will resume)
Locals, members and globals scopes for variables while broken
Scope drilling and objects-within-objects, including for Object types
Exceptions breaking to not allow continue/step-in/step/resume
Stack trace and jumping between those frames
The ability to launch a game instance to debug with or to attach to a
  debugger after the fact, a game instance pointing at the currently
  opened TSCN, or to specify a TSCN file.
Active scene tree is displayed and its nodes can be accessed in the
  Inspector
Inspector allows to browse nodes and values, and edit primitives
  (int, float, strings, bools.)
2020-04-22 22:48:03 -04:00
rakkarage
0c9a3e0e59 Use Properties syntax highlighting for .import files 2020-03-31 21:30:43 +02:00
Giorgi Beriashvili
f8db70dc22 Fix a typo 2020-03-12 02:06:05 +04:00
geequlim
518c07866e publish 1.0.3 2020-02-14 15:36:59 +08:00
geequlim
af11664b05 Fix hover popup functionality for VSCode 1.42+ 2020-02-14 15:20:22 +08:00
geequlim
b97ba1df4f Add in to keyword list 2020-02-12 18:09:43 +08:00
Geequlim
2a467ed990 Release version 1.0.1 2020-01-30 00:12:21 +08:00
Geequlim
60937ad776 Fix run editor error on windows with default terminal configurations 2020-01-30 00:11:23 +08:00
Geequlim
0ac1299f47 Release 1.0.0 2020-01-29 20:44:33 +08:00
Geequlim
cf22aa3595 Merge pull request #138 from sevkin/137
check before calling platform-specific code
2020-01-26 16:27:00 +08:00
Vsevolod Balashov
c41bd642f0 check before calling platform-specific code
closes #137
2020-01-26 02:29:34 +03:00
geequlim
8d8f5c2d9b Support reconnect to language server when server port changed 2020-01-12 00:00:17 +08:00
Geequlim
119a7ebd23 Merge pull request #134 from Bromeon/bugfix/highlight-camel-case
Fix syntax highlighting for camelCase identifiers
2020-01-10 23:54:50 +08:00
Jan Haller
555cb1ce9a Fix syntax highlighting for camelCase identifiers
Currently, any occurrences of PascalCase identifiers (even as parts of other words) are recognized as classes.
This assumes snake_case convention for all methods and variables and makes it impossible to use camelCase. While this is the recommended GDScript style, the syntax highlighter should allow for different styles as long as it can do so unambiguously. This is already done for existing rules, but overridden by one rule with an overly general regex pattern.

This commit modifies the catch-all rule for the 'parscal_class' group to only capture whole words.
For clarity, it renames 'parscal_class' to 'pascal_case_class'.

Other groups to recognize classes remain unchanged: type_declear, function-return-type, class_def, class_new, class_is, class_enum, class_name, extends
2019-12-29 18:00:31 +01:00
geequlim
ca3a1e62c4 Fix status icon color bug 2019-12-07 14:03:59 +08:00
geequlim
61e05e7d6e Update dependencies 2019-12-07 14:03:38 +08:00
Geequlim
96b833851d Merge pull request #124 from Calinou/improve-messages
Improve messages for consistency and fix typos
2019-11-06 00:25:49 +08:00
Hugo Locurcio
602cc895c0 Improve messages for consistency and fix typos 2019-11-04 18:52:53 +01:00
geequlim
41a58d76b1 Fix indent in GDScript.tmLaguage.json 2019-10-27 12:04:42 +08:00
Geequlim
8d6992822e Merge pull request #123 from OrenjiAkira/master
Fix class_name statement bug
2019-10-27 12:00:41 +08:00
orenjiakira
f0914742e1 Fix class_name statement bug 2019-10-26 16:07:09 -03:00
Geequlim
a1e020560d Merge pull request #120 from Calinou/improve-readme
Improve the README and fix various typos
2019-10-10 23:31:51 +08:00
Hugo Locurcio
cf9e478b12 Improve the README and fix various typos 2019-10-10 17:29:43 +02:00
Geequlim
d155016b08 Merge pull request #121 from Calinou/optimize-images
Optimize images losslessly using `oxipng -o6 --strip --zopfli`
2019-10-10 23:28:36 +08:00
Hugo Locurcio
40b09491ac Optimize images losslessly using oxipng -o6 --strip --zopfli 2019-10-10 17:04:21 +02:00
Geequlim
24c29452c7 Fix typo in readme 2019-10-09 15:15:25 +08:00
371 changed files with 7002 additions and 420 deletions

71
.github/ISSUE_TEMPLATE/bug_report.yml vendored Normal file
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@@ -0,0 +1,71 @@
name: Bug report
description: Report a bug in Godot Tools VS Code add-on
labels:
- bug
body:
- type: markdown
attributes:
value: |
- Write a descriptive issue title above.
- Search [open](https://github.com/godotengine/godot-vscode-plugin/issues) and [closed](https://github.com/godotengine/godot-vscode-plugin/issues?q=is%3Aissue+is%3Aclosed) issues to ensure it has not already been reported.
- Verify that you are using a [supported Godot version](https://docs.godotengine.org/en/stable/about/release_policy.html).
- This repository only contains the LSP *client*. Issues pertaining to the Godot editor itself or the LSP's *server* side should be reported on the [main Godot repository](https://github.com/godotengine/godot/issues).
- type: input
attributes:
label: Godot version
description: >
Specify the Git commit hash if using a development or non-official build.
If you use a custom build, please test if your issue is reproducible in official builds too.
placeholder: 3.3.stable, 4.0.dev (3041becc6)
validations:
required: true
- type: input
attributes:
label: VS Code version
description: >
Use the **Help > About** menu to see your current version.
Specify the Git commit hash if using a development or non-official build.
If you use a custom build, please test if your issue is reproducible in official builds too.
placeholder: "1.64.2"
validations:
required: true
- type: input
attributes:
label: Godot Tools VS Code extension version
description: >
Open the **Extensions** side panel and click on the **godot-tools** extension to see your current version.
Specify the Git commit hash if using a development or non-official build.
If you use a custom build, please test if your issue is reproducible in official builds too.
placeholder: "1.2.0"
validations:
required: true
- type: input
attributes:
label: System information
description: |
Specify the OS version, and when relevant hardware information.
placeholder: Windows 10
validations:
required: true
- type: textarea
attributes:
label: Issue description
description: |
Describe your issue briefly. What doesn't work, and how do you expect it to work instead?
You can include images or videos with drag and drop, and format code blocks or logs with <code>```</code> tags.
validations:
required: true
- type: textarea
attributes:
label: Steps to reproduce
description: |
List of steps or sample code that reproduces the issue. Having reproducible issues is a prerequisite for contributors to be able to solve them.
validations:
required: true

6
.github/ISSUE_TEMPLATE/config.yml vendored Normal file
View File

@@ -0,0 +1,6 @@
blank_issues_enabled: false
contact_links:
- name: Godot community channels
url: https://godotengine.org/community
about: Please ask for technical support on one of the other community channels, not here.

View File

@@ -0,0 +1,71 @@
name: Feature request
description: Request a new feature to be added or improved in Godot Tools VS Code add-on
labels:
- enhancement
body:
- type: markdown
attributes:
value: |
- Write a descriptive issue title above.
- Search [open](https://github.com/godotengine/godot-vscode-plugin/issues) and [closed](https://github.com/godotengine/godot-vscode-plugin/issues?q=is%3Aissue+is%3Aclosed) issues to ensure it has not already been reported.
- Verify that you are using a [supported Godot version](https://docs.godotengine.org/en/stable/about/release_policy.html).
- This repository only contains the LSP *client*. Issues pertaining to the Godot editor itself or the LSP's *server* side should be reported on the [main Godot repository](https://github.com/godotengine/godot/issues).
- type: input
attributes:
label: Godot version
description: >
Specify the Git commit hash if using a development or non-official build.
If you use a custom build, please test if your issue is reproducible in official builds too.
placeholder: 3.3.stable, 4.0.dev (3041becc6)
validations:
required: true
- type: input
attributes:
label: VS Code version
description: >
Use the **Help > About** menu to see your current version.
Specify the Git commit hash if using a development or non-official build.
If you use a custom build, please test if your issue is reproducible in official builds too.
placeholder: "1.64.2"
validations:
required: true
- type: input
attributes:
label: Godot Tools VS Code extension version
description: >
Open the **Extensions** side panel and click on the **godot-tools** extension to see your current version.
Specify the Git commit hash if using a development or non-official build.
If you use a custom build, please test if your issue is reproducible in official builds too.
placeholder: "1.2.0"
validations:
required: true
- type: input
attributes:
label: System information
description: |
Specify the OS version, and when relevant hardware information.
placeholder: Windows 10
validations:
required: true
- type: textarea
attributes:
label: Problem statement
description: |
Describe the problem or limitation you're currently facing with the Godot Tools extension.
validations:
required: true
- type: textarea
attributes:
label: Proposed solution
description: |
Describe your proposed solution and how it resolves the problem or limitation mentioned above.
You can include images or videos with drag and drop, and format code blocks or logs with <code>```</code> tags.
validations:
required: true

6
.github/dependabot.yml vendored Normal file
View File

@@ -0,0 +1,6 @@
version: 2
updates:
- package-ecosystem: "github-actions"
directory: "/"
schedule:
interval: "daily"

27
.github/workflows/ci.yml vendored Normal file
View File

@@ -0,0 +1,27 @@
name: Continuous integration
on: [push, pull_request]
jobs:
build:
runs-on: ubuntu-20.04
steps:
- name: Checkout
uses: actions/checkout@v3
- name: Install Node.js
uses: actions/setup-node@v3.1.0
with:
node-version: 16.x
- name: Lint and build extension
run: |
npm install
npm run lint
npm run package -- --out godot-tools.vsix
ls -l godot-tools.vsix
- name: Upload extension VSIX
uses: actions/upload-artifact@v2
with:
name: godot-tools
path: godot-tools.vsix

View File

@@ -7,5 +7,8 @@
"out": true // set this to false to include "out" folder in search results
},
// Turn off tsc task auto detection since we have the necessary tasks as npm scripts
"typescript.tsc.autoDetect": "off"
"typescript.tsc.autoDetect": "off",
"prettier.useTabs": true,
}

View File

@@ -1,5 +1,37 @@
# Change Log
### 1.2.0
* [Add support for setting language-server-host](https://github.com/godotengine/godot-vscode-plugin/pull/297)
* [Improve syntax highlighting](https://github.com/godotengine/godot-vscode-plugin/pull/330)
* [Update LSP client to 7.0.0 to use the 3.16.0 specification](https://github.com/godotengine/godot-vscode-plugin/pull/264)
* [Fix some `$` node path shorthand regex bugs in syntax highlighting](https://github.com/godotengine/godot-vscode-plugin/pull/340)
* [Fix handling of Windows terminals determined by profiles](https://github.com/godotengine/godot-vscode-plugin/pull/303)
* [Fix "static func" indent error](https://github.com/godotengine/godot-vscode-plugin/pull/279)
* [Fix restart of debugging sessions](https://github.com/godotengine/godot-vscode-plugin/pull/327)
* [Use the LSP defined SymbolKind enum and fix marked](https://github.com/godotengine/godot-vscode-plugin/pull/325)
* [Fix "Continue" for multiple breakpoints in the same script](https://github.com/godotengine/godot-vscode-plugin/pull/324)
### 1.1.3
* [Fix conditional breakpoints being parsed as regular breakpoints](https://github.com/godotengine/godot-vscode-plugin/pull/278)
- [Add `in` to the list of keywords and add rule for `$` shorthand](https://github.com/godotengine/godot-vscode-plugin/pull/274)
- [Fix typo in snippets: "decleration" -> "declaration"](https://github.com/godotengine/godot-vscode-plugin/pull/262)
- [Add `remote` keyword to syntax highlighting](https://github.com/godotengine/godot-vscode-plugin/pull/257)
- [Remove the configuration item `godot-tools.check_config` as it has no effect](https://github.com/godotengine/godot-vscode-plugin/pull/246)
- [Fix the syntax of escaped characters in strings](https://github.com/godotengine/godot-vscode-plugin/pull/247)
### 1.1.1
* Fix bug for GDScript debugger
* Add TCP protocol support for GDScript language server Godot 3.2.2
### 1.1
* Add the debugger to the extension
### 1.0.3
* Fix hover popup position for VSCode 1.42+
### 1.0.1
* Fix run editor error on windows with default terminal configurations
### 1.0.0
* Refactor the whole plugin with gdscript language server support
* Add webview renderer to show documentations of native symbols.
@@ -21,7 +53,7 @@
```
### 0.3.6
* Fix project configuartion file path
* Fix project configuration file path
### 0.3.5
* Add option to disable syntax checking for GDScript
@@ -61,7 +93,7 @@
* Limited code completions
### 0.2.9
* Add configuration `GodotTools.completeNodePath` to switch is complete node pathes
* Add configuration `GodotTools.completeNodePath` to switch is complete node paths
* Enhanced syntax highlight with GDScript
* Enhanced code completion with GDScript
@@ -74,7 +106,7 @@
* Fix some error with syntax checking
* Add symbol support for enumerations
* Remove key bindings for `F5`~`F8` as it might be confict with other functionalities of VSCode
* Remove key bindings for `F5`~`F8` as it might be conflict with other functionalities of VSCode
* You can bind the key bindings back by add following configurations
```json
{
@@ -110,14 +142,14 @@
* Run games within VSCode terminals
* Add key bindings for `F5 to run the workspace` and `F6 to run the edting scene`
* Fix a lot of bugs with unused vaiable cheching
* Fix a lot of bugs with unused variable checking
* Move workspace symbols state notice to status bar
### 0.2.4
* Add code cheching for asignments and comparations
* Impoved builtin documentation preview page
* Fix bugs with unused vaiable cheching
* Add code checking for asignments and comparisons
* Improved builtin documentation preview page
* Fix bugs with unused variable checking
### 0.2.3
* Fix known errors with code syntax checking
@@ -127,7 +159,7 @@
### 0.2.2
* Better Syntax validating for code blocks
* More waring for non-python liked expression
* More warning for non-python liked expression
### 0.2.1
* Support markdown render in hover tips for documentations in workspace symbols
@@ -135,14 +167,14 @@
### 0.2.0
* Show autoloads informations in hover tips and go to autoloads' definitions are supported now
* Show autoloads information in hover tips and go to autoloads' definitions are supported now
* Fix the bug that workspace symbols resoved twice on Windows
### 0.1.9
* Show workspace constant value in hover tips and completion items
* More readable style for links in documentation preview page
* Improve code completion sort order and auto insert `()` for functions without paramaters
* Improve code completion sort order and auto insert `()` for functions without parameters
* Fix bugs with workspace documentation parsing
### 0.1.8
@@ -159,7 +191,7 @@
* Reorder mouse hover tips, builtin methods are at top of workspace methods
* Show callabel signatures with documente symbols and workspace symbols
* Syntax highlight support for signal paramaters
* Syntax highlight support for signal parameters
### 0.1.5

View File

@@ -1,6 +1,6 @@
MIT License
Copyright (c) 2016-2019 The Godot Engine community
Copyright (c) 2016-2022 The Godot Engine community
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

132
README.md
View File

@@ -1,63 +1,131 @@
A complete set of tools to code games with the [Godot game engine](http://www.godotengine.org/) in Visual Studio Code.
# Godot Tools
**IMPORTANT NOTE**
This version of plugin only support godot 3.2 and above.
A complete set of tools to code games with
[Godot Engine](http://www.godotengine.org/) in Visual Studio Code.
**IMPORTANT NOTE:** Versions 1.0.0 and later of this plugin only support
Godot 3.2 or later.
## Features
The extension comes with a wealth of features to make your Godot programming experience as comfortable as possible:
The extension comes with a wealth of features to make your Godot programming
experience as comfortable as possible:
- Syntax highlighting for the GDScript (`.gd`) language
- Syntax highlighting for the `.tscn` and `.tres` scene formats
- Full Typed GDScript support
- Optional `Smart Mode` to speed up dynamic typed script coding
- Full typed GDScript support
- Optional "Smart Mode" to improve productivity with dynamically typed scripts
- Function definitions and documentation display on hover (see image below)
- Rich auto-completion
- Rich autocompletion
- Display script warnings and errors
- Ctrl-click on a variable or method call to jump to its definition
- Full documentation of the Godot engine's API supported
- Run godot project from VS Code
- Ctrl + click on a variable or method call to jump to its definition
- Full documentation of the Godot Engine's API supported (select *Godot Tools: List native classes of Godot* in the Command Palette)
- Run a Godot project from VS Code
- Debug your GDScript-based Godot project from VS Code with breakpoints, step-in/out/over, variable watch, call stack, and active scene tree
![Showing the documentation on hover feature](img/godot-tools.png)
## Available Commands
## Available commands
The extension adds a few entries to the VS Code Command Palette under "GodotTools":
The extension adds a few entries to the VS Code Command Palette under "Godot Tools":
- Open workspace with Godot editor
- Run workspace as Godot project
- List native classes of godot
- Run the workspace as a Godot project
- List Godot's native classes
## Settings
### Godot
If you like this extension, you can set VS Code as your default script editor for Godot by following these steps:
1. Open editor settings
2. Select `Text Editor / External`
3. Make sure the `Use External Editor` box is checked
4. Fill `Exec Path` with the path to your VS Code executable
5. Fill `Exec Flags` with `{project} --goto {file}:{line}:{col}`
If you like this extension, you can set VS Code as your default script editor
for Godot by following these steps:
1. Open the **Editor Settings**
2. Select **Text Editor > External**
3. Make sure the **Use External Editor** box is checked
4. Fill **Exec Path** with the path to your VS Code executable
* On macOS, this executable is typically located at: `/Applications/Visual Studio Code.app/Contents/MacOS/Electron`
5. Fill **Exec Flags** with `{project} --goto {file}:{line}:{col}`
### VS Code
You can use the following settings to configure Godot Tools:
- **editor_path** - The absolute path to the Godot editor executable
- **gdscript_lsp_server_port** - The websocket server port of the GDScript language server
- **check_status** - Check the GDScript language server connection status
## Issues and Contributions
- `editor_path` - The absolute path to the Godot editor executable. _Under Mac OS, this is the executable inside of Godot.app._
- `gdscript_lsp_server_port` - The WebSocket server port of the GDScript language server.
- `check_status` - Check the GDScript language server connection status.
The [Godot Tools](https://github.com/godotengine/godot-vscode-plugin) extension is an open source project of godot orgnization. Feel free to open issues and create pull requests anytime.
#### GDScript Debugger
See the [full changelog](https://github.com/GodotExplorer/godot-tools/blob/master/CHANGELOG.md) for the latest changes.
The debugger is for GDScript projects. To debug C# projects, use [C# Tools for Godot](https://github.com/godotengine/godot-csharp-vscode).
To configure the GDScript debugger:
1. Open the command palette:
2. `>Debug: Open launch.json`
3. Select the Debug Godot configuration.
4. Change any relevant settings.
5. Press F5 to launch.
*Configurations*
_Required_
- "project": Absolute path to a directory with a project.godot file. Defaults to the currently open VSCode workspace with `${workspaceFolder}`.
- "port": Number that represents the port the Godot remote debugger will connect with. Defaults to `6007`.
- "address": String that represents the IP address that the Godot remote debugger will connect to. Defaults to `127.0.0.1`.
_Optional_
- "launch_game_instance": true/false. If true, an instance of Godot will be launched. Will use the path provided in `editor_path`. Defaults to `true`.
- "launch_scene": true/false. If true, and launch_game_instance is true, will launch an instance of Godot to a currently active opened TSCN file. Defaults to `false`.
- "scene_file": Path _relative to the project.godot file_ to a TSCN file. If launch_game_instance and launch_scene are both true, will use this file instead of looking for the currently active opened TSCN file.
*Usage*
- Stacktrace and variable dumps are the same as any regular debugger
- The active scene tree can be refreshed with the Refresh icon in the top right.
- Nodes can be brought to the fore in the Inspector by clicking the Eye icon next to nodes in the active scene tree, or Objects in the inspector.
- You can edit integers, floats, strings, and booleans within the inspector by clicking the pencil icon next to each.
![Showing the debugger in action](img/godot-debug.png)
## Issues and contributions
The [Godot Tools](https://github.com/godotengine/godot-vscode-plugin) extension
is an open source project from the Godot organization. Feel free to open issues
and create pull requests anytime.
See the [full changelog](https://github.com/GodotExplorer/godot-tools/blob/master/CHANGELOG.md)
for the latest changes.
### Building from source
#### Requirements
- [npm](https://www.npmjs.com/get-npm)
#### Process
1. Open a command prompt/terminal and browse to the location of this repository on your local filesystem.
2. Download dependencies by using the command `npm install`
3. When done, package a VSIX file by using the command `npm run package`.
4. Install it by opening Visual Studio Code, opening the Extensions tab, clicking on the More actions (**...**) button in the top right, and choose **Install from VSIX...** and find the compiled VSIX file.
When developing for the extension, you can open this project in Visual Studio Code and debug the extension by using the **Run Extension** launch configuration instead of going through steps 3 and 4. It will launch a new instance of Visual Studio Code that has the extension running. You can then open a Godot project folder and debug the extension or GDScript debugger.
## FAQ
### Why failed to connect to language server?
- You may not open your project with godot editor.
- Godot 3.2 and above is required.
### Why does it fail to connect to the language server?
### Why isn't intellisense showing up my script members for me?
- The GDScript is a dynamic typed script language the tool may can infer all the variable types as you want.
- You can turn on the `Smart Mode` in godot editor `Editor Settings > Language Server` check the `Enable Smart Resolve`.
- Godot 3.2 or later is required.
- Make sure to open the project in the Godot editor first. If you opened
the editor after opening VS Code, you can click the **Retry** button
in the bottom-right corner in VS Code.
### Why isn't IntelliSense displaying script members?
- GDScript is a dynamically typed script language. The language server can't
infer all variable types.
- To increase the number of results displayed, open the **Editor Settings**,
go to the **Language Server** section then check **Enable Smart Resolve**.

View File

@@ -23,7 +23,7 @@
["{", "}"]
],
"indentationRules": {
"increaseIndentPattern": "^\\s*((class|func|else|elif|for|if|match|while|enum)|(.*\\sdo\\b))\\b[^\\{;]*$",
"increaseIndentPattern": "^\\s*((class|static func|func|else|elif|for|if|match|while|enum)|(.*\\sdo\\b))\\b[^\\{;]*$",
"decreaseIndentPattern": "^\\s*([}\\]]([,)]?\\s*(#|$)|\\.[a-zA-Z_]\\w*\\b)|(else|elif)\\b)"
},
"folding": {

View File

@@ -132,7 +132,7 @@
]
},
"signal decleration": {
"signal declaration": {
"prefix": "signal",
"body": [
"signal ${1:signalname}(${2:args})"
@@ -160,13 +160,6 @@
]
},
"Is instance of a class": {
"prefix": "extends",
"body": [
"${1:instance} extends ${2:class_name}"
]
},
"Is instance of a class or script": {
"prefix": "is",
"body": [
@@ -197,20 +190,7 @@
""
]
},
"Enable process function": {
"prefix": "process",
"body": [
"set_process(true)"
]
},
"Enable process input function": {
"prefix": "processin",
"body": [
"set_process_input(true)"
]
},
"pass statement": {
"prefix": "pass",
"body": [

View File

@@ -1,33 +0,0 @@
import json
docdata = json.loads(open("../doc/classes.json").read())
classes = ""
for c in docdata['classes'].keys():
classes += c + "|"
print(classes)
print("")
builtinfuctions = ''
for m in docdata['classes']['@GDScript']['methods']:
builtinfuctions += m['name'] +'|'
print(builtinfuctions)
print("")
consts = ''
for c in docdata['classes']['@GDScript']['constants']:
consts += c['name'] + "|"
for c in docdata['classes']['@Global Scope']['constants']:
consts += c['name'] + "|"
print consts
print("")
props = ""
for p in docdata['classes']['@Global Scope']['properties']:
props += p['name'] + "|"
print props

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@@ -2,28 +2,40 @@
"name": "godot-tools",
"displayName": "godot-tools",
"icon": "icon.png",
"version": "1.0.0",
"description": "Tools for game development with godot game engine",
"repository": "https://github.com/godotengine/godot-vscode-plugin",
"version": "1.2.0",
"description": "Tools for game development with Godot Engine and GDScript",
"repository": {
"type": "git",
"url": "https://github.com/godotengine/godot-vscode-plugin"
},
"bugs": {
"url": "https://github.com/godotengine/godot-vscode-plugin/issues"
},
"license": "MIT",
"author": "The Godot Engine community",
"publisher": "geequlim",
"engines": {
"vscode": "^1.33.0"
},
"categories": [
"Programming Languages",
"Linters",
"Snippets",
"Debuggers",
"Other"
],
"activationEvents": [
"workspaceContains:project.godot",
"onLanguage:gdscript"
"onLanguage:gdscript",
"onDebugResolve:godot"
],
"main": "./out/extension.js",
"scripts": {
"vscode:prepublish": "yarn run compile",
"vscode:prepublish": "npm run compile",
"compile": "tsc -p ./",
"lint": "tslint -p ./",
"watch": "tsc -watch -p ./",
"postinstall": "node ./node_modules/vscode/bin/install",
"test": "yarn run compile && node ./node_modules/vscode/bin/test"
"package": "vsce package"
},
"contributes": {
"commands": [
@@ -38,26 +50,82 @@
{
"command": "godot-tool.list_native_classes",
"title": "Godot Tools: List native classes of godot"
},
{
"command": "godot-tool.debugger.inspect_node",
"title": "Inspect Remote Node",
"icon": {
"light": "resources/light/icon_GUI_visibility_visible.svg",
"dark": "resources/dark/icon_GUI_visibility_visible.svg"
}
},
{
"command": "godot-tool.debugger.refresh_scene_tree",
"title": "Refresh",
"icon": {
"light": "resources/light/icon_refresh.svg",
"dark": "resources/dark/icon_refresh.svg"
}
},
{
"command": "godot-tool.debugger.refresh_inspector",
"title": "Refresh",
"icon": {
"light": "resources/light/icon_refresh.svg",
"dark": "resources/dark/icon_refresh.svg"
}
},
{
"command": "godot-tool.debugger.edit_value",
"title": "Edit value",
"icon": {
"light": "resources/light/icon_edit.svg",
"dark": "resources/dark/icon_edit.svg"
}
},
{
"command": "godot-tool.set_scene_file",
"title": "Set as Scene File"
}
],
"configuration": {
"type": "object",
"title": "Godot Tools configuration",
"properties": {
"godot_tools.gdscript_lsp_server_protocol": {
"type": [
"string"
],
"enum": [
"ws",
"tcp"
],
"default": "tcp",
"enumDescriptions": [
"Using WebSocket protocol to connect to Godot 3.2 and Godot 3.2.1",
"Using TCP protocol to connect to Godot 3.2.2 and newer versions"
],
"description": "The server protocol of the GDScript language server.\nYou have restart VSCode editor after change this value."
},
"godot_tools.gdscript_lsp_server_host": {
"type": "string",
"default": "127.0.0.1",
"description": "The server host of the GDScript language server"
},
"godot_tools.gdscript_lsp_server_port": {
"type": "number",
"default": 6008,
"description": "The websocket server port of the GDScript language server"
"description": "The server port of the GDScript language server"
},
"godot_tools.editor_path": {
"type": "string",
"default": "",
"description": "The absolute path to the Godot editor executable"
},
"godot-tool.check_status": {
"godot_tools.scene_file_config": {
"type": "string",
"default": "",
"description": "Check the gdscript language server connection status"
"description": "The scene file to run"
}
}
},
@@ -81,7 +149,8 @@
"tscn",
"godot",
"gdns",
"gdnlib"
"gdnlib",
"import"
]
}
],
@@ -89,7 +158,7 @@
{
"language": "gdscript",
"scopeName": "source.gdscript",
"path": "./configurations/GDScript.tmLanguage.json"
"path": "./syntaxes/GDScript.tmLanguage.json"
}
],
"snippets": [
@@ -97,22 +166,159 @@
"language": "gdscript",
"path": "./configurations/snippets.json"
}
]
],
"debuggers": [
{
"type": "godot",
"label": "GDScript Godot Debug",
"program": "./out/debugger/debug_adapter.js",
"runtime": "node",
"configurationAttributes": {
"launch": {
"required": [
"project",
"port",
"address"
],
"properties": {
"project": {
"type": "string",
"description": "Absolute path to a directory with a project.godot file.",
"default": "${workspaceFolder}"
},
"port": {
"type": "number",
"description": "The port number for the Godot remote debugger to use.",
"default": 6007
},
"address": {
"type": "string",
"description": "The IP address for the Godot remote debugger to use.",
"default": "127.0.0.1"
},
"launch_game_instance": {
"type": "boolean",
"description": "Whether to launch an instance of the workspace's game, or wait for a debug session to connect.",
"default": true
},
"launch_scene": {
"type": "boolean",
"description": "Whether to launch an instance the currently opened TSCN file, or launch the game project. Only works with launch_game_instance being true.",
"default": false
},
"scene_file": {
"type": "string",
"description": "Relative path from the godot.project file to a TSCN file. If launch_scene and launch_game_instance are true, and this file is defined, will launch the specified file instead of looking for an active TSCN file.",
"default": ""
}
}
}
},
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{
"name": "GDScript Godot",
"type": "godot",
"request": "launch",
"project": "${workspaceFolder}",
"port": 6007,
"address": "127.0.0.1",
"launch_game_instance": true,
"launch_scene": false
}
],
"configurationSnippets": [
{
"label": "GDScript Godot Debug: Launch",
"description": "A new configuration for debugging a Godot project.",
"body": {
"type": "godot",
"request": "launch",
"project": "${workspaceFolder}",
"port": 6007,
"address": "127.0.0.1",
"launch_game_instance": true,
"launch_scene": false
}
}
]
}
],
"breakpoints": [
{
"language": "gdscript"
}
],
"views": {
"debug": [
{
"id": "active-scene-tree",
"name": "Active Scene Tree",
"when": "inDebugMode && debugType == 'godot'"
},
{
"id": "inspect-node",
"name": "Inspector",
"when": "inDebugMode && debugType == 'godot'"
}
]
},
"menus": {
"view/title": [
{
"command": "godot-tool.debugger.refresh_scene_tree",
"when": "view == active-scene-tree",
"group": "navigation"
},
{
"command": "godot-tool.debugger.refresh_inspector",
"when": "view == inspect-node",
"group": "navigation"
}
],
"view/item/context": [
{
"command": "godot-tool.debugger.inspect_node",
"when": "view == active-scene-tree",
"group": "inline"
},
{
"command": "godot-tool.debugger.inspect_node",
"when": "view == inspect-node && viewItem == remote_object",
"group": "inline"
},
{
"command": "godot-tool.debugger.edit_value",
"when": "view == inspect-node && viewItem == editable_value",
"group": "inline"
}
],
"explorer/context": [
{
"command": "godot-tool.set_scene_file",
"group": "2_workspace"
}
]
}
},
"devDependencies": {
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"@types/mocha": "^2.2.42",
"@types/mocha": "^9.1.0",
"@types/node": "^10.12.21",
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"typescript": "^3.4.5",
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"vsce": "^2.6.4"
},
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"global": "^4.4.0",
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"ws": "^7.0.0"
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